Post subject: General Advice on Driving TASing
Bloopiero
Any
Active player (351)
Joined: 1/9/2017
Posts: 56
Location: Bothell, WA
I'm doing a game with 3d driving sections in it for the first time, and I just have no clue where to start with optimization. Obviously sticking close to the walls isn't always the best option, but I don't know how to figure out what IS the best option. Any tips would be greatly appreciated (I've heard the buzzword 'lines' thrown around a lot). For context, you slow down slightly when turning in this game, but there's not much else to consider.
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Noxxa
They/Them
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Hi, I've TASed a game or two with driving. It can depend quite a bit on the level of realism that the game is simulating. The term you were probably looking for is "racing line", which encompasses how to optimally approach corners in real-life races. Essentially, the same principles apply to racing or driving games that are realistic enough. (source) Racing lines like this are designed to take the broadest curve through a turn, allowing you to maintain the highest speed into the next part without crashing or spinning out. If you can't take a turn at your maximum speed, you also need to brake in advance before starting the turn (this is what the braking point is for), and accelerate again approximately as you reach the apex point. If the corner is wide enough or you are slow enough that you don't need to stop accelerating in order to take the turn, then focus instead on taking the shortest path possible. If you do lose some speed during turning this way, you'll need to find a balance between this and the racing line depending on how much speed you lose vs how much extra distance you travel. For less realistic games, you can look into some of the following options: • As a general rule, the less realistic the game, the more likely you are able to get away with taking shorter paths or turns instead of longer racing lines. • Hug the corner wall (if available) if it does not meaningfully slow you down or cause damage (in some games like F-Zero X or Gran Turismo it might in fact speed you up) • Some older games, particularly fake-3D ones that follow pretty different rules for the X and Z-axis relative to the player, don't really penalize lateral movement at all - in such cases, you primarily want to focus on just holding down the throttle at all points, and just turn enough to not crash out on the sides. • If a game ignores terrain (or it does not have a significant effect on your driving), see if you can use it for shortcuts. Even in a game like TOCA, it's beneficial on a couple occasions to go through grass or even through a bit of gravel to skip a turn and/or some of the track. There are potentially a lot more little rules on a game-by-game basis, but this should outline some basics at least.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Editor, Skilled player (1279)
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Location: France
The general rule is you have to reach the apex of the turn at a "symmetrical" angle while turning as much as possible. If you can get a faster turning speed by slowing down, it's also an option to consider. This can be applied to any game with truck-like movement (looking at you Lara Croft).
Banned User, Former player
Joined: 3/10/2004
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Location: Finland
I think games that simulate drifting add an additional level of complexity, as you need to find out if drifting will allow turning the corner faster, and how much of it to apply. (In real life it appears that whether drifting really helps in turning faster seems to be disputed, and probably depends on the type of car and terrain. From what I have seen, generally, race track cars don't drift, while dirt road rally cars usually do. From this I assume it's highly dependent on the type of road and thus amount of traction.)
Bloopiero
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Location: Bothell, WA
The game I'm working on doesn't have drifting. There's never any benefit to braking, as far as I can tell; it actually makes turning slower. I'm really just stuck on trying to figure out what the best racing lines are, I guess.
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